convert svg files to Bitmap using Direct2D in MFC
See the question and my original answer on StackOverflowHere is a console app sample that uses Direct2D to create an MFC CBitmap from an SVG file with support for transparency. Since the CBitmap is GDI/HDC based, I've used the ID2D1DCRenderTarget interface .
Note: error checkings are not done, I just return the HRESULT values:
#define _AFXDLL // depends on your compilation options
#include <WinSock2.h> // MFC...
#include <windows.h>
#include <afxwin.h> // CBitmap
#include <atlbase.h>
#include <atlcom.h> // CComPtr
#include <d2d1.h>
#include <d2d1_3.h> // ID2D1DeviceContext5
#pragma comment(lib, "d2d1")
void BuildSvgAsCBitmap(int width, int height)
{
// initialize Direct2D
D2D1_FACTORY_OPTIONS options = { D2D1_DEBUG_LEVEL_INFORMATION }; // remove this in release
CComPtr<ID2D1Factory> factory;
auto hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, IID_ID2D1Factory, &options, (void**)&factory);
// create an in-memory bitmap
BITMAPINFO bitmapInfo = {};
bitmapInfo.bmiHeader.biSize = sizeof(bitmapInfo.bmiHeader);
bitmapInfo.bmiHeader.biWidth = width;
bitmapInfo.bmiHeader.biHeight = height;
bitmapInfo.bmiHeader.biPlanes = 1;
bitmapInfo.bmiHeader.biBitCount = 32;
bitmapInfo.bmiHeader.biCompression = BI_RGB;
CBitmap bitmap;
void* bits = 0;
bitmap.Attach(CreateDIBSection(nullptr, &bitmapInfo, DIB_RGB_COLORS, &bits, nullptr, 0));
// create a DC render target
CComPtr<ID2D1DCRenderTarget> target;
D2D1_RENDER_TARGET_PROPERTIES props = {};
props.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
hr = factory->CreateDCRenderTarget(&props, &target);
// create a DC, select bitmap and bind DC
CDC cdc;
cdc.CreateCompatibleDC(nullptr);
auto old = cdc.SelectObject(bitmap);
RECT rc = { 0, 0, width, height };
hr = target->BindDC(cdc.GetSafeHdc(), &rc);
// this requires Windows 10 1703
CComPtr<ID2D1DeviceContext5> dc;
hr = target->QueryInterface(&dc);
// open a stream from the .SVG file
CComPtr<IStream> svgStream;
hr = SHCreateStreamOnFileW(L"c:\\mypath\\myfile.svg", 0, &svgStream);
// open the SVG as a document
CComPtr<ID2D1SvgDocument> svg;
D2D1_SIZE_F size = { (float)width, (float)height };
hr = dc->CreateSvgDocument(svgStream, size, &svg);
// draw it on the render target
target->BeginDraw();
dc->DrawSvgDocument(svg);
hr = target->EndDraw();
// TODO
// do something with the CBitmap
// TODO
// cleanup, etc.
cdc.SelectObject(old);
}
int main()
{
BuildSvgAsCBitmap(200, 200);
return 0;
}
There's a more complete sample here https://gist.github.com/smourier/5b770d32043121d477a8079ef6be0995 that also demonstrates how to save the svg as a png with transparency using WIC.